My biggest problem was spell selection. I wanted to go with Plague, for its destructiveness, but had a very limited repertoire in the first few turns. I think double Seer is the way to go, especially since the Warlord and his team once again proved that Skaven just can't fight well.

Would a plague priest (or what they're called) be an option? I think they only go up to lvl2. But they're also cheaper and more expendable.

And yes, skaven have a tendency to have stuff go horribly wrong for them. Blame one of the other rats. Preferably a dead one who can't defend himself.

SpellArcher wrote:

RE.Lee wrote:

Thanks for the comments and stay tuned

Will do!

+1

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Eirik wrote:

Please try to remember that, no matter how 'official' the source seems, rumours are basically just a dictionary combined with a random number generator

I did have a Plague Priest but being level 2 is just not enough to guarantee Plague (the spell). Others are not that hot (apart from Wither, which is ace) and Clan Pestilence troops in general tend to let me down (not this time though, as they faced little opposition).

Two Grey Seers it is next time!

In the words of Thanquol: "The hidden foe must be powerful indeed!"

_________________cheers, Lee

Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy

Others are not that hot (apart from Wither, which is ace) and Clan Pestilence troops in general tend to let me down

They are sneaky buggers and probably have their own agenda. They're probably purposefully making you fail to advance their own goals and shame you before the council of 13...

Burn em to the ground I'd say. Or better yet, use them as cannon fodder.

Of course, with 2 seers you run the risk that each tries to outdo the other and wants to claim all glory for himself. And as a result they probably blow up large chunks of your own army while blaming the other guy (rat).

Rod

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Eirik wrote:

Please try to remember that, no matter how 'official' the source seems, rumours are basically just a dictionary combined with a random number generator

A good magic phase, or even a poor one+some warpstone, and I can cast Scorch, Plague and 13th on one turn. No way anyone is going to let that through, so scrolls will be burnt. Question is - do I wait with using the Power Scroll to the moment my opponent is out of dispels?

_________________cheers, Lee

Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy

That is an horrific magic phase. The pick of two very destructive Lores, double Dreaded 13th, 2D3 extra power dice and the very saucy Power Scroll. Do you even need the Warlock Engineer? Scroll if not facing Dwarfs I guess. The concession with double Seer is it costs you the Bell but you tend to leave that at home anyway RE.

RE.Lee wrote:

Question is - do I wait with using the Power Scroll to the moment my opponent is out of dispels?

I remember a great game Seredain played vs Dark Elves. He waited til the end of the phase then simply Power Stoned Convocation through on some hapless Witch Elves because his opponent brought Morathi instead of a Scroll. Might even be worth it just to draw the Scroll anyway. Then you can munch some Warpstone and repeat.

Good points. The Engineer is redundant perhaps, especially since I've got no-magic ones to carry the Rocket. The Condenser is a sweet piece of equipment though...

I'm sketching a Bell list, too. 200 points is easy enough to find and the benefits are enormous. Risks are lower then ever thanks to D3+1 wounding cannons and combined profiles, so I can Skalm the Bell itself

I'm reading Churchill's "History of the English Speaking Peoples", and just could help to dig up my Brets It seems that even after I've cannibalized them for the Empire I can still put together a 1400 point list:

I'd love to squeeze the Mane of the Purebreed (+1S for charging horses once) or the Ruby Goblet (being wounded max on 3+ after you've suffered a casualty), but there were other priorities.

Unlikely to ever field this army on its own, but perhaps as a part of an alliance in one of the campaign's big battles? They have a crusader colour-scheme so joining them with Tomb Kings (or against them) could be a good idea. The TK would like some heavy cavalry for sure

_________________cheers, Lee

Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy

So I'm dropping the Gutter Runners - not sure if its a good idea, but I'm always hopeful the Bell will destroy any warmachines

Double Doomwheel should provide target saturation against cannons and help with the Gyrocopters - perhaps I should be dropping the Jezzails instead? They do little anyway, especially with the Storm Banner up...

_________________cheers, Lee

Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy

The champions in the Jezzail units really help, with BS 4 they hit 50% of the time at long range. With nor Storm Banner or other penalties I should cause 2,31 wound per turn on the Gyrocopters - not bad at all. Practice has been less impressive, though I still remember how they won my first victory against the Dwarfs.

Warpfire Throwers continue to disappoint. Last game they had the perfect circumstances, as other stuff was higher priority to shoot but they still only managed a single shot (killing a few Hammerers) before they inevitably exploded (killing a few of my guys).

_________________cheers, Lee

Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy

The champions in the Jezzail units really help, with BS 4 they hit 50% of the time at long range.

Same with Flamers in my Daemon army.

RE.Lee wrote:

Warpfire Throwers continue to disappoint. Last game they had the perfect circumstances, as other stuff was higher priority to shoot but they still only managed a single shot (killing a few Hammerers) before they inevitably exploded (killing a few of my guys).